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Cleanup post good scene names (#1452)

* Cleanup scene names

* missing scene id use

* rename scene draw config functions

* remove now useless comments

* format

* fix double defense/magic swapped

* try precision on "from potion shop"

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
This commit is contained in:
Dragorn421 2022-12-05 19:37:40 +01:00 committed by GitHub
parent 8ff58118b3
commit 9bad1d108e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 227 additions and 254 deletions

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@ -111,7 +111,7 @@ void* D_8012A2F8[] = {
gYdanTex_00CA18,
};
void Scene_DrawConfigYdan(PlayState* play) {
void Scene_DrawConfigDekuTree(PlayState* play) {
u32 gameplayFrames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
@ -129,7 +129,7 @@ void Scene_DrawConfigYdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
}
void Scene_DrawConfigYdanBoss(PlayState* play) {
void Scene_DrawConfigDekuTreeBoss(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4845);
@ -154,7 +154,7 @@ void* sDCLavaFloorTextures[] = {
gDCLavaFloor5Tex, gDCLavaFloor6Tex, gDCLavaFloor7Tex, gDCLavaFloor8Tex,
};
void Scene_DrawConfigDdan(PlayState* play) {
void Scene_DrawConfigDodongosCavern(PlayState* play) {
u32 gameplayFrames;
s32 pad;
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
@ -190,7 +190,7 @@ void Scene_DrawConfigDdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
}
void Scene_DrawConfigTokinoma(PlayState* play) {
void Scene_DrawConfigTempleOfTime(PlayState* play) {
f32 temp;
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Gfx));
@ -251,7 +251,7 @@ void Scene_DrawConfigTokinoma(PlayState* play) {
}
}
void Scene_DrawConfigKakusiana(PlayState* play) {
void Scene_DrawConfigGrottos(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5171);
@ -282,7 +282,7 @@ void Scene_DrawConfigKakusiana(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5212);
}
void Scene_DrawConfigKenjyanoma(PlayState* play) {
void Scene_DrawConfigChamberOfTheSages(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5226);
@ -351,7 +351,7 @@ void Scene_DrawConfigGraveExitLightShining(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5330);
}
void Scene_DrawConfigFairyFountain(PlayState* play) {
void Scene_DrawConfigFairysFountain(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5346);
@ -372,7 +372,7 @@ void Scene_DrawConfigFairyFountain(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5367);
}
void Scene_DrawConfigHakadan(PlayState* play) {
void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5384);
@ -403,7 +403,7 @@ void* sThievesHideoutEntranceTextures[] = {
gThievesHideoutNightEntranceTex,
};
void Scene_DrawConfigGerudoway(PlayState* play) {
void Scene_DrawConfigThievesHideout(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5490);
@ -422,7 +422,7 @@ void* D_8012A330[] = {
gWaterTempleNightEntranceTex,
};
void Scene_DrawConfigMizusin(PlayState* play) {
void Scene_DrawConfigWaterTemple(PlayState* play) {
u32 gameplayFrames;
s32 spB0;
s32 spAC;
@ -491,7 +491,7 @@ void Scene_DrawConfigMizusin(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
}
void Scene_DrawConfigMizusinBs(PlayState* play) {
void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5791);
@ -509,7 +509,7 @@ void Scene_DrawConfigMizusinBs(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5808);
}
void Scene_DrawConfigSyatekijyou(PlayState* play) {
void Scene_DrawConfigShootingGallery(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5822);
@ -523,7 +523,7 @@ void Scene_DrawConfigSyatekijyou(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5836);
}
void Scene_DrawConfigHairalNiwa(PlayState* play) {
void Scene_DrawConfigCastleCourtyardGuards(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5850);
@ -547,7 +547,7 @@ void Scene_DrawConfigHairalNiwa(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5876);
}
void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
void Scene_DrawConfigOutsideGanonsCastle(PlayState* play) {
u32 gameplayFrames;
s8 sp83;
@ -603,7 +603,7 @@ void func_8009BEEC(PlayState* play) {
}
}
void Scene_DrawConfigGanonFinal(PlayState* play) {
void Scene_DrawConfigGanonsTowerCollapseExterior(PlayState* play) {
u32 gameplayFrames;
s8 sp7B;
@ -650,7 +650,7 @@ void* sIceCavernEntranceTextures[] = {
gIceCavernNightEntranceTex,
};
void Scene_DrawConfigIceDoukuto(PlayState* play) {
void Scene_DrawConfigIceCavern(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -678,7 +678,7 @@ void Scene_DrawConfigIceDoukuto(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6076);
}
void Scene_DrawConfigHakaanaOuke(PlayState* play) {
void Scene_DrawConfigRoyalFamilysTomb(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6151);
@ -704,7 +704,7 @@ void Scene_DrawConfigHakaanaOuke(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6187);
}
void Scene_DrawConfigHyliaLabo(PlayState* play) {
void Scene_DrawConfigLakesideLaboratory(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6201);
@ -753,7 +753,7 @@ void* sGTGEntranceTextures[] = {
gGTGNightEntranceTex,
};
void Scene_DrawConfigMen(PlayState* play) {
void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -799,7 +799,7 @@ Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y
return displayList;
}
void Scene_DrawConfigTuribori(PlayState* play) {
void Scene_DrawConfigFishingPond(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6433);
@ -819,7 +819,7 @@ void Scene_DrawConfigTuribori(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6449);
}
void Scene_DrawConfigBowling(PlayState* play) {
void Scene_DrawConfigBombchuBowlingAlley(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6463);
@ -846,7 +846,7 @@ void* sLonLonHouseEntranceTextures[] = {
gLonLonHouseNightEntranceTex,
};
void Scene_DrawConfigSouko(PlayState* play) {
void Scene_DrawConfigLonLonBuildings(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6515);
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -870,7 +870,7 @@ void* sGuardHouseView1Textures[] = {
gGuardHouseOutSideView2NightTex,
};
void Scene_DrawConfigMiharigoya(PlayState* play) {
void Scene_DrawConfigMarketGuardHouse(PlayState* play) {
s32 var;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6560);
@ -893,7 +893,7 @@ void Scene_DrawConfigMiharigoya(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6581);
}
void Scene_DrawConfigMahouya(PlayState* play) {
void Scene_DrawConfigPotionShopGranny(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6595);
@ -918,7 +918,7 @@ void* sForestTempleEntranceTextures[] = {
gForestTempleNightEntranceTex,
};
void Scene_DrawConfigBmori1(PlayState* play) {
void Scene_DrawConfigForestTemple(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -951,7 +951,7 @@ void* sSpiritTempleEntranceTextures[] = {
gSpiritTempleNightEntranceTex,
};
void Scene_DrawConfigJyasinzou(PlayState* play) {
void Scene_DrawConfigSpiritTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6752);
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -960,7 +960,7 @@ void Scene_DrawConfigJyasinzou(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6762);
}
void Scene_DrawConfigSpot00(PlayState* play) {
void Scene_DrawConfigHyruleField(PlayState* play) {
u32 gameplayFrames;
Gfx* displayListHead;
@ -1012,7 +1012,7 @@ void* sKakarikoWindowTextures[] = {
gKakarikoVillageNightWindowTex,
};
void Scene_DrawConfigSpot01(PlayState* play) {
void Scene_DrawConfigKakarikoVillage(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6890);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sKakarikoWindowTextures[((void)0, gSaveContext.nightFlag)]));
@ -1026,7 +1026,7 @@ void Scene_DrawConfigSpot01(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6903);
}
void Scene_DrawConfigSpot03(PlayState* play) {
void Scene_DrawConfigZorasRiver(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6917);
@ -1054,7 +1054,7 @@ void Scene_DrawConfigSpot03(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6948);
}
void Scene_DrawConfigSpot04(PlayState* play) {
void Scene_DrawConfigKokiriForest(PlayState* play) {
u32 gameplayFrames;
u8 spA3;
u16 spA0;
@ -1111,7 +1111,7 @@ void Scene_DrawConfigSpot04(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
}
void Scene_DrawConfigSpot06(PlayState* play) {
void Scene_DrawConfigLakeHylia(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7058);
@ -1139,7 +1139,7 @@ void* sZorasDomainEntranceTextures[] = {
gZorasDomainNightEntranceTex,
};
void Scene_DrawConfigSpot07(PlayState* play) {
void Scene_DrawConfigZorasDomain(PlayState* play) {
u32 gameplayFrames;
u32 var;
@ -1162,7 +1162,7 @@ void Scene_DrawConfigSpot07(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7147);
}
void Scene_DrawConfigSpot08(PlayState* play) {
void Scene_DrawConfigZorasFountain(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7161);
@ -1187,7 +1187,7 @@ void Scene_DrawConfigSpot08(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7192);
}
void Scene_DrawConfigSpot09(PlayState* play) {
void Scene_DrawConfigGerudoValley(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7206);
@ -1221,7 +1221,7 @@ void Scene_DrawConfigSpot09(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7260);
}
void Scene_DrawConfigSpot10(PlayState* play) {
void Scene_DrawConfigLostWoods(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
@ -1253,7 +1253,7 @@ void Scene_DrawConfigSpot10(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7309);
}
void Scene_DrawConfigSpot11(PlayState* play) {
void Scene_DrawConfigDesertColossus(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7323);
@ -1277,7 +1277,7 @@ void* D_8012A380[] = {
gSpot12_00DE78Tex,
};
void Scene_DrawConfigSpot12(PlayState* play) {
void Scene_DrawConfigGerudosFortress(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7363);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[((void)0, gSaveContext.nightFlag)]));
@ -1285,7 +1285,7 @@ void Scene_DrawConfigSpot12(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7371);
}
void Scene_DrawConfigSpot13(PlayState* play) {
void Scene_DrawConfigHauntedWasteland(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7385);
@ -1307,7 +1307,7 @@ void Scene_DrawConfigSpot13(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7409);
}
void Scene_DrawConfigSpot15(PlayState* play) {
void Scene_DrawConfigHyruleCastle(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7423);
@ -1331,7 +1331,7 @@ void Scene_DrawConfigSpot15(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7443);
}
void Scene_DrawConfigSpot16(PlayState* play) {
void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7461);
@ -1365,7 +1365,7 @@ void Scene_DrawConfigSpot16(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7495);
}
void Scene_DrawConfigSpot17(PlayState* play) {
void Scene_DrawConfigDeathMountainCrater(PlayState* play) {
s8 sp6F = coss((play->gameplayFrames * 1500) & 0xFFFF) >> 8;
s8 sp6E = coss((play->gameplayFrames * 1500) & 0xFFFF) >> 8;
u32 gameplayFrames;
@ -1394,7 +1394,7 @@ void* sGoronCityEntranceTextures[] = {
gGoronCityNightEntranceTex,
};
void Scene_DrawConfigSpot18(PlayState* play) {
void Scene_DrawConfigGoronCity(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7555);
@ -1421,7 +1421,7 @@ void* sLonLonRanchWindowTextures[] = {
gLonLonRangeNightWindowsTex,
};
void Scene_DrawConfigSpot20(PlayState* play) {
void Scene_DrawConfigLonLonRanch(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7602);
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1436,7 +1436,7 @@ void Scene_DrawConfigSpot20(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7615);
}
void Scene_DrawConfigHidan(PlayState* play) {
void Scene_DrawConfigFireTemple(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7630);
@ -1461,7 +1461,7 @@ void Scene_DrawConfigHidan(PlayState* play) {
f32 D_8012A398 = 0.0f;
void Scene_DrawConfigBdan(PlayState* play) {
void Scene_DrawConfigJabuJabu(PlayState* play) {
static s16 D_8012A39C = 538;
static s16 D_8012A3A0 = 4272;
u32 gameplayFrames;
@ -1539,7 +1539,7 @@ void Scene_DrawConfigBdan(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7811);
}
void Scene_DrawConfigGanontika(PlayState* play) {
void Scene_DrawConfigInsideGanonsCastle(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7825);
@ -1567,11 +1567,11 @@ void Scene_DrawConfigGanontika(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7852);
}
void Scene_DrawConfigGanontikaSonogo(PlayState* play) {
void Scene_DrawConfigInsideGanonsCastleCollapse(PlayState* play) {
func_8009BEEC(play);
}
void Scene_DrawConfigGanonSonogo(PlayState* play) {
void Scene_DrawConfigGanonsTowerCollapseInterior(PlayState* play) {
func_8009BEEC(play);
}
@ -1594,59 +1594,59 @@ void Scene_DrawConfigBesitu(PlayState* play) {
}
void (*sSceneDrawConfigs[SDC_MAX])(PlayState*) = {
Scene_DrawConfigDefault, // SDC_DEFAULT
Scene_DrawConfigSpot00, // SDC_HYRULE_FIELD
Scene_DrawConfigSpot01, // SDC_KAKARIKO_VILLAGE
Scene_DrawConfigSpot03, // SDC_ZORAS_RIVER
Scene_DrawConfigSpot04, // SDC_KOKIRI_FOREST
Scene_DrawConfigSpot06, // SDC_LAKE_HYLIA
Scene_DrawConfigSpot07, // SDC_ZORAS_DOMAIN
Scene_DrawConfigSpot08, // SDC_ZORAS_FOUNTAIN
Scene_DrawConfigSpot09, // SDC_GERUDO_VALLEY
Scene_DrawConfigSpot10, // SDC_LOST_WOODS
Scene_DrawConfigSpot11, // SDC_DESERT_COLOSSUS
Scene_DrawConfigSpot12, // SDC_GERUDOS_FORTRESS
Scene_DrawConfigSpot13, // SDC_HAUNTED_WASTELAND
Scene_DrawConfigSpot15, // SDC_HYRULE_CASTLE
Scene_DrawConfigSpot16, // SDC_DEATH_MOUNTAIN_TRAIL
Scene_DrawConfigSpot17, // SDC_DEATH_MOUNTAIN_CRATER
Scene_DrawConfigSpot18, // SDC_GORON_CITY
Scene_DrawConfigSpot20, // SDC_LON_LON_RANCH
Scene_DrawConfigHidan, // SDC_FIRE_TEMPLE
Scene_DrawConfigYdan, // SDC_DEKU_TREE
Scene_DrawConfigDdan, // SDC_DODONGOS_CAVERN
Scene_DrawConfigBdan, // SDC_JABU_JABU
Scene_DrawConfigBmori1, // SDC_FOREST_TEMPLE
Scene_DrawConfigMizusin, // SDC_WATER_TEMPLE
Scene_DrawConfigHakadan, // SDC_SHADOW_TEMPLE
Scene_DrawConfigJyasinzou, // SDC_SPIRIT_TEMPLE
Scene_DrawConfigGanontika, // SDC_INSIDE_GANONS_CASTLE
Scene_DrawConfigMen, // SDC_GERUDO_TRAINING_GROUND
Scene_DrawConfigYdanBoss, // SDC_DEKU_TREE_BOSS
Scene_DrawConfigMizusinBs, // SDC_WATER_TEMPLE_BOSS
Scene_DrawConfigTokinoma, // SDC_TEMPLE_OF_TIME
Scene_DrawConfigKakusiana, // SDC_GROTTOS
Scene_DrawConfigKenjyanoma, // SDC_CHAMBER_OF_THE_SAGES
Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRYS_FOUNTAIN
Scene_DrawConfigSyatekijyou, // SDC_SHOOTING_GALLERY
Scene_DrawConfigHairalNiwa, // SDC_CASTLE_COURTYARD_GUARDS
Scene_DrawConfigGanonCastleExterior, // SDC_OUTSIDE_GANONS_CASTLE
Scene_DrawConfigIceDoukuto, // SDC_ICE_CAVERN
Scene_DrawConfigGanonFinal, // SDC_GANONS_TOWER_COLLAPSE_EXTERIOR
Scene_DrawConfigFairyFountain, // SDC_FAIRYS_FOUNTAIN
Scene_DrawConfigGerudoway, // SDC_THIEVES_HIDEOUT
Scene_DrawConfigBowling, // SDC_BOMBCHU_BOWLING_ALLEY
Scene_DrawConfigHakaanaOuke, // SDC_ROYAL_FAMILYS_TOMB
Scene_DrawConfigHyliaLabo, // SDC_LAKESIDE_LABORATORY
Scene_DrawConfigSouko, // SDC_LON_LON_BUILDINGS
Scene_DrawConfigMiharigoya, // SDC_MARKET_GUARD_HOUSE
Scene_DrawConfigMahouya, // SDC_POTION_SHOP_GRANNY
Scene_DrawConfigCalmWater, // SDC_CALM_WATER
Scene_DrawConfigGraveExitLightShining, // SDC_GRAVE_EXIT_LIGHT_SHINING
Scene_DrawConfigBesitu, // SDC_BESITU
Scene_DrawConfigTuribori, // SDC_FISHING_POND
Scene_DrawConfigGanonSonogo, // SDC_GANONS_TOWER_COLLAPSE_INTERIOR
Scene_DrawConfigGanontikaSonogo, // SDC_INSIDE_GANONS_CASTLE_COLLAPSE
Scene_DrawConfigDefault, // SDC_DEFAULT
Scene_DrawConfigHyruleField, // SDC_HYRULE_FIELD
Scene_DrawConfigKakarikoVillage, // SDC_KAKARIKO_VILLAGE
Scene_DrawConfigZorasRiver, // SDC_ZORAS_RIVER
Scene_DrawConfigKokiriForest, // SDC_KOKIRI_FOREST
Scene_DrawConfigLakeHylia, // SDC_LAKE_HYLIA
Scene_DrawConfigZorasDomain, // SDC_ZORAS_DOMAIN
Scene_DrawConfigZorasFountain, // SDC_ZORAS_FOUNTAIN
Scene_DrawConfigGerudoValley, // SDC_GERUDO_VALLEY
Scene_DrawConfigLostWoods, // SDC_LOST_WOODS
Scene_DrawConfigDesertColossus, // SDC_DESERT_COLOSSUS
Scene_DrawConfigGerudosFortress, // SDC_GERUDOS_FORTRESS
Scene_DrawConfigHauntedWasteland, // SDC_HAUNTED_WASTELAND
Scene_DrawConfigHyruleCastle, // SDC_HYRULE_CASTLE
Scene_DrawConfigDeathMountainTrail, // SDC_DEATH_MOUNTAIN_TRAIL
Scene_DrawConfigDeathMountainCrater, // SDC_DEATH_MOUNTAIN_CRATER
Scene_DrawConfigGoronCity, // SDC_GORON_CITY
Scene_DrawConfigLonLonRanch, // SDC_LON_LON_RANCH
Scene_DrawConfigFireTemple, // SDC_FIRE_TEMPLE
Scene_DrawConfigDekuTree, // SDC_DEKU_TREE
Scene_DrawConfigDodongosCavern, // SDC_DODONGOS_CAVERN
Scene_DrawConfigJabuJabu, // SDC_JABU_JABU
Scene_DrawConfigForestTemple, // SDC_FOREST_TEMPLE
Scene_DrawConfigWaterTemple, // SDC_WATER_TEMPLE
Scene_DrawConfigShadowTempleAndWell, // SDC_SHADOW_TEMPLE_AND_WELL
Scene_DrawConfigSpiritTemple, // SDC_SPIRIT_TEMPLE
Scene_DrawConfigInsideGanonsCastle, // SDC_INSIDE_GANONS_CASTLE
Scene_DrawConfigGerudoTrainingGround, // SDC_GERUDO_TRAINING_GROUND
Scene_DrawConfigDekuTreeBoss, // SDC_DEKU_TREE_BOSS
Scene_DrawConfigWaterTempleBoss, // SDC_WATER_TEMPLE_BOSS
Scene_DrawConfigTempleOfTime, // SDC_TEMPLE_OF_TIME
Scene_DrawConfigGrottos, // SDC_GROTTOS
Scene_DrawConfigChamberOfTheSages, // SDC_CHAMBER_OF_THE_SAGES
Scene_DrawConfigGreatFairyFountain, // SDC_GREAT_FAIRYS_FOUNTAIN
Scene_DrawConfigShootingGallery, // SDC_SHOOTING_GALLERY
Scene_DrawConfigCastleCourtyardGuards, // SDC_CASTLE_COURTYARD_GUARDS
Scene_DrawConfigOutsideGanonsCastle, // SDC_OUTSIDE_GANONS_CASTLE
Scene_DrawConfigIceCavern, // SDC_ICE_CAVERN
Scene_DrawConfigGanonsTowerCollapseExterior, // SDC_GANONS_TOWER_COLLAPSE_EXTERIOR
Scene_DrawConfigFairysFountain, // SDC_FAIRYS_FOUNTAIN
Scene_DrawConfigThievesHideout, // SDC_THIEVES_HIDEOUT
Scene_DrawConfigBombchuBowlingAlley, // SDC_BOMBCHU_BOWLING_ALLEY
Scene_DrawConfigRoyalFamilysTomb, // SDC_ROYAL_FAMILYS_TOMB
Scene_DrawConfigLakesideLaboratory, // SDC_LAKESIDE_LABORATORY
Scene_DrawConfigLonLonBuildings, // SDC_LON_LON_BUILDINGS
Scene_DrawConfigMarketGuardHouse, // SDC_MARKET_GUARD_HOUSE
Scene_DrawConfigPotionShopGranny, // SDC_POTION_SHOP_GRANNY
Scene_DrawConfigCalmWater, // SDC_CALM_WATER
Scene_DrawConfigGraveExitLightShining, // SDC_GRAVE_EXIT_LIGHT_SHINING
Scene_DrawConfigBesitu, // SDC_BESITU
Scene_DrawConfigFishingPond, // SDC_FISHING_POND
Scene_DrawConfigGanonsTowerCollapseInterior, // SDC_GANONS_TOWER_COLLAPSE_INTERIOR
Scene_DrawConfigInsideGanonsCastleCollapse, // SDC_INSIDE_GANONS_CASTLE_COLLAPSE
};
void Scene_Draw(PlayState* play) {

View file

@ -221,7 +221,7 @@ void Sram_InitNewSave(void) {
gSaveContext.horseData.angle = -0x6AD9;
gSaveContext.magicLevel = 0;
gSaveContext.infTable[INFTABLE_1DX_INDEX] = 1;
gSaveContext.sceneFlags[5].swch = 0x40000000;
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch = 0x40000000;
}
static SavePlayerData sDebugSavePlayerData = {
@ -378,7 +378,7 @@ void Sram_InitDebugSave(void) {
gSaveContext.entranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.magicLevel = 0;
gSaveContext.sceneFlags[5].swch = 0x40000000;
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch = 0x40000000;
}
static s16 sDungeonEntrances[] = {